Guide to a 70 druid (pvp)

Manaki

Legend
Druids conceal tremendous variety within their 3 very different specs which could lead to confusion on which stats are prefered with each spec, how you should spend your talents points and how you should gear. I personaly believe that the 70 bracket is flexible enough to let you choose the gear, without being too dependant on a primary gear setup, which reflects your play style and preferences.

updated for patch 4.3.2

Table of contents

I. Introduction

II. Races

III. Professions

IV. Talents

V. Glyphs

VI. Gear



Introduction

Druids are a very versatile class and hopefully this guide will provide some insight into how each spec works and the pros and cons. This spec is very much a pvp orientated guide, so if you are here seeking information on how to completely own KJ or boss tips.. you should probably turn back now!

The 70 bracket gives fantastic gear choices suited to your every need thanks to the plethora of gear choices provided by both 70 pve and pvp; this in turn can help you decide whether you want to gear into a more offensive or defensive approach to your gear sets. The 70 bracket gives you the oppertunity to grasp onto socketable gear which are capable of holding WOTLK gems which is a huge factor of the bracket.

Races

If you plan on investing a serious amount of time and effort into your character I suggest you choose a race which you will enjoy playing - the look and feel of the character. Personally, I hate playing a few certain races because it just doesn't work for me.


Alliance


Night elf
  • Nature resistance - Useful at having at chance for mitigating rogue's poisons and resisting it all together. Not too useful on the whole, but nature spells such as roots will have more chance of being resisted - only useful if you're feral and can't shift out of them.
  • Quickness - Gives you an extra 2% chance for enemy's attacks to miss. This is fantastic; people either have to get a higher hit cap than normal or there is a chance spells such as kidney shot, deepfreeze will be missed.
  • Shadowmeld - This is the best racial for alliance in my opinion, personally i try to use it just before i am about to get deepfreezed or possibly to avoid a cc spell landing on me. It is such a life saver - it can also act as an in combat stealth if you switch to cat form and prowl!
Worgens
  • Aberration - Slight nature and shadow resistance - not so good. Slight shadow resistance may be useful vs. a preist for mitigating dots and having a tiny chance to resist fear if they havn't got enough spell pen, usually they do.
  • Darkflight - This is on par with shadowmeld. The 40% speed bonus (which doesn't share CD with a druid's sprint) can be used at the same time as other movement increasing effects -stacking. Darkflight + travel form is the way to run away!
  • Viciousness - Who doesn't want an extra 1% chance to critically hit, eh? Not particularly useful if you plan on going resto though.
-
Now, I personally chose night elf > Worgens because of the extra survivability brought my the racials. Shadowmelding Crowd control or just before an enemies burst (You see fingers of frost proc on a frost mage and you hide!), and the extra chance for enemies' attacks to miss is just too good - druids need all the survivability in the current patch as they can get! Albeit, Darkflight is good.. druids have plenty of kiting abilites already.

Horde

Tauren
  • Endurance - 5% extra base health, not the best racial but not the worst. Extra hp = extra survivability. Although, the more hp you have the more health you regen from Frenzied Regeneration per tick :]
  • Nature Resistance - The same as Night elves.
  • War Stomp - Brilliant for ferals. You can keep your enemy interupted for that little longer, than a night elf for example could, or stop that crucia heal! Also great for stunning melee on you to hot yourself up or get one heal off without them silencing/stunning you!
Trolls
  • Beast slaying - If you want to attack a hunters pet.. go for it.
  • Berserking - This is amazing for a druid of any spec. 20% haste is quite a lot on top of all the other stats you will be accumilating and will provide a radical buff - Balance druid's main stats are haste and resilience (i will go into more detail later on), so the haste is amazing. Resto druids can also use the haste for their hots (see gear section for the haste link)
  • Da Voodoo Shuffle - Not particularly great if you are balance and resto again because all it takes is one form shift and the movement impairing effects are gone, but i suppose it helps ferals so you can focus more on doing damage. Druids want to keep their enemies controlled all they can, this gives them the edge they need over all races to get their range.
  • Regeneration - slightly more incombat regen. Slightly insignificant - it won't be life changing.
-
Overall, if i were horde i'd probably choose Tauren purely for the health and warstomp. I played 85 holy paladin at the start of cata and from personal experience that stomp giving you enough time to use a spell of your choice, or even shifting into travel form and getting distance between you and your enemy, is invaluable.
 
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Professions

For the 70 bracket engineering is a MUST for the everyday PvPer. It enables you to have the opportunity of getting 1/8 WOTLK engineering tinkers per 1-450 level which scale massively in this bracket. Extra information on engineering @ 70 click here. (thread by jeego)
-
The 2 main tinkers are:

1.
Tazik shocker - an instant electrical bolt which can easily crit the upside of 7k on enemies with no, or little, resilience.

2.
Synapse Springs - instantly gives you 480 agility/strength/intellect depending on what the main attribute is. If you are resto, it's not going to give you strength!

Now you can see why engineering is a must! You now must decide what your second profession option will be. Most people either go Blacksmithing, Jewelcrafting, Inscription, leatherworking or alchemy for a passive buff which means you don't have to trigger a cooldown to get the buff - with the exception of alchemy (you need to drink the potions!) Although all professions can be raised to 450 skill, these ones prove to be the most useful.

You can choose:

Alchemy - With a
Redeemer's Alchemist Stone or Sorcerer's Alchemist Stone, healing potions average an extra 1440 health, and mana potions net an extra 1720 mana. (Not too bad if you actively take part in Bgs - you can't drink pots in arenas however) Alchemy can also be used to make elixirs and elixers which provide a one hour buff(two hours with mixology and can be used in arenas).

Blacksmithing -
Socket Bracer, Socket Gloves. (Good for the passive stats that the 2x WOTLK gems can provide = up to 40 of any stat. E.G 40 intellect. However you can also get 30stam gems, and 10+10 gems.)

Enchanting -
Enchant Ring - Stamina, Enchant Ring - Greater Spellpower. (the stamina enchant gives the same stat buff as a WOTLK gem would do however the ring gives 23sp instead of the gem's 20)

Herbalism -
Lifeblood. (extra haste, i usually see mages running around with this, i wouldn't advise it for a druid)

Inscription -
Master's Inscription of the Crag, Master's Inscription of the Storm. (i wouldn't advise taking inscription for a druid as you would much rather get the resilience should enchant from next to the pvp vendors)

Jewelcrafting - Can use three
Jeweler's Gems. (The gems give 34 for a stat or 51 for stamina, giving a total stat bonus of 42 or 63 for stamina compared to when you don't take any profession.)

Leatherworking -
Fur Linings, Jormungar Leg Reinforcements, Drums of Battle, Drums of Panic, Drums of Restoration, Drums of War, Drums of Speed. (leather working is VERY useful for stacking frost resistance. You will find out soon enough that frost mages hit severely hard, and at this level you can stack enough frost resistance to /rofl at mages all day)

Mining -
Toughness. (extra health - do not take mining unless you need a way to fund your engineering relevels)

Skinning -
Master of Anatomy. (Crit, meh.)

Tailoring -
Darkglow Embroidery, Lightweave Embroidery, Master's Spellthread, Sanctified Spellthread (Proc for cloak. I will go into more detail about gear and requirements but I'd reserve your cloak for the 35 spell penetration enchant.)

I personally don't like proc abilites as a druid. This bracket is about timing burst, you can't sit around waiting for a proc! I would advise taking a profession which gives you passive stats such as Jewelcrafting or Blacksmithing.

 
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Talents

These are the main talent trees I would advise following for the 3 different specs. But of course it is your character and if you find that you would value a different talent point instead of the one i'm showing you, I urge you to try it out!

(I'm aware the images are really small, so just click them to enlarge them)

Restoration:

View attachment 46


Alternative Trees are: Here and Here

Unfortunately at level 70, resto druids have no offensive pressure unlike the better arena healing class, the preist. Resto druids are also classed as the worst healer to have in a 2v2 arena situation as their main healing is through the use of Heal over Times - these can easily be disepelled and take time to reapply and take effect when the duration ends, they also lack any viable forms of Crowd Control. You will therefore need to be on your toes at all times and will not necessarily need the following talents: Fury of Stormrage and Efflorescence. Druids need to be moving at all times to avoid taking damage (kiting the enemy), and to help their HoTs (heal over times) outheal the enemy's damage. As druids do not have access to healing touch at this level, the talent Naturalist is unnecessary. Finally, Resto druids are known to one of the best healers for mana regen due to their innervate ability, It would then be unwise to waste a valuable talent point in the talent Malfurion's Gift If you are focusing heals on 1 or 2 people and never go under 90% mana.

This is more of an arena talent tree, but I hope it gives you more understand on why you should choose certain talents over others; don't let this stop you experimenting with your own trees, a different talent might work better in a situation where you have to heal several players in the same area.


Balance:

View attachment 47

I think the balance tree is pretty straight-forward. You won't be wanting Fungal growth or Gale winds because it's just not worth spending a point in a buff when you are missing half the abilities that are buffed. The buffs you do get are pretty dismal too - nobody ever attacks your treants and so the movement impairing aoe that appears from their death is pretty nul and void. You don't have cyclone unless you go to level 74, and increasing the damage of your typhoon is probably only going to be the difference of up to 200ish damage - spend it in the talents more significant. When you spec into Dreamstate, the chances of you ooming are pretty slim. I hardly ever oom on my boomkin so the talent Moonglow should be avoided. When deciding your talent tree you should seriously consider what stats you are looking for as a balance druid - you should ALWAYS get the abilities which increase the damage of your dots & increase your haste - as a 70 balance druid you will be on the move ALL the time, so you will be spamming dots and need to get spells off fast!


Feral:

View attachment 48

Now the feral talent tree is a bit trickier, it can go 2 ways. You can opt to go down the defensive route with Thick Hide which adds extra bonus to you bear form particularly vs melee, but whichever path you choose I say you should always get Natural Reaction as you will always be sitting in bear form waiting for the right time to use your 5 combo point ferocious bite! I have chosen not to use Thick Hide because I have more Offensive talents to spend the points in. If you decide that you do not want to spend your 2 points in Natural Reaction because you're not using bear form all that much, you can choose to spend it in Endless Carnage which is actually quite useful as you don't need to waste your energy reapplying your rake DoT to the enemy and it gives you more time to pool your energy. (Pooling your energy means saving it up for abilities to be used in quick succession which results in a lot of burst damage). The other spent points are to ensure that 1) Your pounce opener last longer making sure you can get a 5combo point starter before the stun wears off, 2) You're abilities do more damage vs. Bleeding targets (so keep your rip and rake up at all times) and 3) You're ferocious bite critical strike chance and damage is increased significantly, so don't be afriad to use it when the enemy is at ~80% because trust me, it'll do the job!

In addition, Feral Swiftness gives your Dash ability a 100% chance to remove ALL movement impairing effects (Yes, this does mean roots and Frost novas!) This is your only ability which gets you out of such things - shifting form as feral only removes slowing effect, and not roots. You should therefore use Dash when you are about to be hit HARD. Dash and Trinket is a ferals best friend for surviving - my only tip is to use them in the correct situations.
 

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Glyphs

Restoration:


Prime Glyphs: Glyph of Swiftmend, Glyph of Rejuvenation or Glyph of Lifebloom

Major Glyphs: Glyph of Barkskin and Glyph of Pounce, but depending on your situation this can easily be changed to Glyph of Thorns or Glyph of Innervate.

Minor Glyphs: Glyph of Dash, Glyph of Unburdened Rebirth or Glyph of Mark of the Wild. None matter particularly however I would recommend Dash for less those occasions where you need to run away/kite and Mark of the Wild for arena situations; MotW gives your resistance so it's good to keep it up and if the enemy isn't spell penetration capped there is a large chance their spell will be resisted - not to mention their damage will be slightly mitigated.

I personally use Glyph of Rejuvenation partnered with Glyph of Swiftmend for my Prime Glyphs. When you spec into Rejuvenation in your talent tree, instant 15% of periodic damage, you do a nice burst heal at the start (it's only about 1000 or something) but it's useful. The rejuv glyph increases the healing by 10% and therefore you benefit more from the instant heal. As you are a healer you will be seen quite easily in stealth so the extra range Glyph of pounce provides is quite nice to ensure an opener. Glyph of barkskin is a MUST for any spec in my opinion as the burst in the bracket is crazy - especially useful vs rogue and their shadow dance.


Balance:

Prime Glyphs: Glyph of Insect Swarm, Glyph of Moonfire or Glyph or Starsurge.

Major Glyphs: Glyph of Barkskin, Glyph of Starfall or Glyph or Focus.

Minor Glyphs: The same as restoration.

I personally use Glyph of Insect Swarm and Glyph of Moonfire at level 70. Chances are you will not be using starsurge upon cooldown because it counts as a arcane AND nature spell, so if you get silenced while casting it you're screwed (heals are Nature spells, so try and bait a silence using your starfire ability so then you can free heal all you want, and spam wrath :p). DoTs will be used a lot more. Boomkin damage at 70 is pretty awful on people with resilience so you're going to need all the damage bonuses you can get - not to mention you'll be kiting your ass off, so you'll be spamming those DoTs all day long. I use Glyph of Starfall over Focus because I find that the 50% reduced range Glyph of Focus creates is just too small when you're trying to kite them at the same time - you will WANT to be far away.


Feral:


Prime Glyphs: Glyph of Berserk, Glyph of Rip or Glyph of Mangle.

Major Glyphs: Glyph of Pounce, Glyph of Feral Charge or Glyph of Barkskin.

Minor Glyphs: Same as the other specs, it doesn't matter.

Glyph of berserk is a priority. The reduced energy cost is just godly, you can therefore choose rip or mangle. I'd prefer Rip over Mangle because even though you're going to be using mangle a lot (Feral's burst damage is purely by combo points, so the main combo point generating ability you are going to be using is mangle. It's even better than using shred in my opinion - it's burst or be burst, that's what I always say, you need to get your 5 combo points asap). Using Rip and then shifting into Bearform means you keeping up your damage and mitigating a lot thrown back at you. Both your bleeds should be up as much as they can be (rake and rip) because as a result your Ferocious Bite ability has a further 25% Critical Chance against that target. If you have a reliable healer, you can use Glyph of Feral Charge to close the gap between you and your enemy faster, however I personally run with Barkskin and Pounce because cat form is really squishy and if you get caught in catform via a stun or deepfreeze you're going to be taking a lot more damage than if you didn't spec into barkskin.
 
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Gear

As i stated earlier, I believe that there is no 'main' gear setup for each spec, but it entirely depends on your situation. For example, if you play arena as a feral druid without a healer, you may want to use the 4/5 pvp set with 4/8 t6 bonus for survivability, or if you want to do 'a rogue' you can go all out pve gear and gain a few hundred extra AP. It's all up to you.

In this section I will be talking about the main attributes for each spec so you get a better understand of the class and can choose your own setup, aswell as providing a gearset I personally use for each of the 3 specs.

Restoration:

Head: Arcanum of the Gladiator
Shoulder: Greater Inscription of the Gladiator
Cloak: +35 Spell Penetration
Chest: +20 resilience
Bracers: +40 Stamina
Weapon: Greater Spellpower
Gloves: +28 Spell Power
Belt: Belt Buckle
Pants: +50 Spell Power and +30 Stamina
Boots: +15 Stamina and Minor Run Speed

Head:
Brutal Gladiator’s Wyrmhide Helm
Neck: Guardian’s Pendant of Salvation
Shoulder: Brutal Gladiator’s Kodohide Spaulders
Cloak:
Volanthius Shroud
Chest: Brutal Gladiator’s Wyrmhide Tunic
Wrist: Guardian’s Kodohide Bracers
Weapon: Golden Staff of the Sin'dorei
Offhand(if needed): None
Gloves:
Brutal Gladiator’s Kodohide gloves
Belt: Thunderheart Belt
Legs: Breeches of Natural Splendor
Boots: Thunderheart Boots
Ring1: Guardian’s Band of Dominance
Ring2: Guardian’s band of Subjugation
Trinket1: Medallion of the Alliance
Trinket2: Figurine - Crimson Serpent
Relic: Brutal Gladiator’s Idol of Tenacity


(REMEMBER: Wyrmhide gear is for Balance spec, only use 2 pieces of it if going for
2 piece – 2 piece Resilience bonus.)

Obviously the main stat for a resto druid would be resilience. You should try and run with about 40% (640 resilience) as anything above that could potentially be other stats wasted. I have seen many druids with just over 700 resilience and a little over 12k mana, and I much prefer my druid's setup. I have just over 640 resilience, yet i have just under 15k mana UB which allows me to spam more regrowths while running around in tree form before ooming - I'd say that was quite important considering the bracket's burst.
Haste isn't very important for a resto druid in a pvp situation at this level - however, check this link to see
what haste % you may need as a druid. (by lunsh he thoroughly explains it - just click scroll down and click on druid)
Crit isn't very important either.
As a resto druid, chances are you will be throwing down a few roots here and there, DoTing a mage's pet and even giving the rogue a good taste of your faerie Fire so you may want to think about hit, but i wouldn't worry. I've played a resto druid with 0 hit and only 35 spell penetration (cloak enchant) and I got to 2.2k in arena easily enough :] You won't really notice the miss/resists.

Balance:

Head: Arcanum of the Gladiator
Shoulder: Greater Inscription of the Gladiator
Cloak: +35 Spell Penetration
Chest: +20 resilience
Bracers: +40 Stamina
Weapon: +63 Spell Power (or +81 for staff)
Gloves: +28 Spell Power
Belt: Belt Buckle
Pants: +50 Spell Power and +30 Stamina
Boots: +15 Stamina and Minor Run Speed

Head:
Brutal Gladiator’s Wyrmhide Helm
Neck: Pendant of Sunfire
Shoulder: Brutal Gladiator’s Kodohide Spaulders
Cloak: Volanthius Shroud
Chest: Brutal Gladiator’s Wyrmhide Tunic
Wrist: Thunderheart Bands
Weapon: Hammer of Sanctification
Offhand(if needed): Brutal Gladiator's Grimoire
Gloves: Brutal gladiator's Wyrmhide Gloves
Belt: Thunderheart Cord
Legs: Breeches of Natural Aggression
Boots: Thunderheart Footwraps
Ring1: Guardian’s Band of Dominance
Ring2:
Guardian’s band of Subjugation
Trinket1: Medallion of the Alliance
Trinket2: Figurine - Crimson Serpent
Relic: Brutal Gladiator’s Idol of Steadfastness

The enchants for a balance druid are exactly the same as a resto druid. This is because a balance druid's primary stat for pvp is resilience aswell, especially with the burst in this bracket. The second stat you should be getting is intellect and haste. Don't worry about gemming haste because your gear should give you around 12% already (take a look at the breakpoints haste link to see how much you would potentially need), and in moonkin form this rises by 5% anyway (16.67% haste = 2nd additional tick of Lifebloom, 1st additional tick of Regrowth, 1st additonal tick of Rejuvination, 1st additional tick of Wild Growth - with my gear sitting in moonkin will raise my haste to 17%, this is sufficient as the next breakpoint is 25%). Even though critical strike isn't a primary stat, you'll will have enough of it through the gear you choose and it's still really useful for the little bursts against your foe. Don't worry about being hit capped, you will surely have more than enough hit as a balance druid from the talent
Balance of power, however you do need to make sure that you have 97 spell penetration to make sure your spells are never resisted even if the enemy has buffs such as Mark of the wild which increases their resistance. You will get the spell penetration from: 35 from cloak enchant, 40 from offhand, 25 from a gem and a further 13 from a 10int + 13spell penetration gem - you will now be running with 103 spell penetration. I run with 4/5 pvp balance gear for the 4set bonus as it makes you eclipse faster = more damage. I don't run with 4set t6 because I personally believe that the 2 extra gem slots I get from the legs from Sunwell Plateau blows the 5% extra crit chance on starfire out of the water.

Feral:

Head: Arcanum of the Gladiator
Shoulder: Greater Inscription of the Gladiator
Cloak: +22 agility
Chest: +20 resilience
Bracers: +40 Stamina
Weapon: Berserking
Gloves: +20 agility
Belt: Belt Buckle
Pants: +55 AP + 15 crit
Boots: +16 agility

As i stated previously, I don't particularly like waiting for procs while playing a druid especially as feral as you cannot time it with you abilites such a Ferocious Bite. You could easily Replace the Berserking enchant on the weapon with +110 AP.

Head:
Brutal Gladiator's Dragonhide Helm
Neck: Guardian's Pendant of Triumph
Shoulder: Thunderheart Pauldrons
Cloak: Cloak of Unforgivable Sin
Chest: Harness of Carnal Instinct
Wrist: Thunderheart Wristguards
Weapon: Stanchion of Primal Instinct
Offhand(if needed): None
Gloves:
Brutal Gladiator's Dragonhide Gloves
Belt: Thunderheart Waistguard
Legs: Leggings of the Immortal Night
Boots: Thunderheart Treads
Ring1: Band of Ruinous Delight
Ring2: Band of the Eternal Champion
Trinket1: Medallion of the Alliance
Trinket2: Sonic Booster
Relic: Brutal Gladiator's Idol of Resolve

The obvious primary stat for a Feral druid is Agility. Agility does not only provide Attack Power for a feral druid, but Critical strike rating and some dodge which is brilliant for mitigating damage vs melee enemies. There isn't much more to say, as long as you have 5% hit (capped so you won't miss, apart from vs night elves) there isn't any other specific numbers you need to have. The only thing i will say is that the t6 for feral druid has an amazing 4 set bonus so you should try and work with that no matter what gear you decide to work with - this can be shoulders/waist/bracer/boots giving you the 3 gem slot legs from Sunwell Plateau which is overall more AP or you could even go for 4/5 pvp feral set bonus for the Movement speed bonus with the legs being apart of the t6 set. (the movement speed stacks with the talent Feral Swiftness) This set has slightly less AP as you will lose 2 gem slots.
 
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Druid Armory Links

Please note that the gear is subject to change as the druid swaps their gear around to suit their secondry spec. Constantly updating this section.

Restoration:

Sharlindra -
Resto haste stacked - 15% for 2 more lifeblooms 12.5% for 2 more rejuvz.

Dogform -
High amount of resilience and stamina; overall excellent survivability.

Balance:

Manaki -
12% haste (17% in Moonkin form - first major spell breakpoint) & spell pen. capped with 520 resilience.

Luwna - Under spell pen. cap and less haste (haste proc trinket may make up for this) and Crit than Manaki's but more resilience and overall survivabilty. More spirit incorporated into this set.


Feral:

Tereca - 4 set t6 with 2 set pvp gear (gloves for less energy required on skull bash - silence) decent amount of AP but without lacking resilience.

Terebus -
4 set t6 with 2set pvp gear (gloves for less energy required on skull bash - silence) Less AP but more survivability.

Lunari -
Doesn't use 4 set t6 but uses 4set set pvp. Nice AP but lacking overall resilience.
 
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Reserved

If there is anything else you want me to include, Leave a comment or PM me :}
 
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Don't have time to have a thorough read through atm, I always like to tear guides apart (haha). But at cursory glance this one looks very good and doubt there will be much to say about it. ;)
 
Talent Calculator - World of Warcraft

Good guide altogether however the resto spec is very debatable, Empowered Touch is quite bad as it resets lifebloom, efflorence is decent as in arena its never the druid who dies. So if say a partner gets hardswitched in a stun you cans swiftmend and those ticks will help.
 
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Talent Calculator - World of Warcraft

Good guide altogether however the resto spec is very debatable, Empowered Touch is quite bad as it resets lifebloom, efflorence is decent as in arena its never the druid who dies. So if say a partner gets hardswitched in a stun you cans swiftmend and those ticks will help.

I used to run with that, and i prefer the talent which refreshes your lifebloom otherwise you have to waste 3 gcd to put them back up again .. and the heals they receive will be really small in that time.
 
Well done!

I'm glad you made this guide, even when MoP is approaching. So, kudos to you! :)

The guide:

- has a good structure, use of paragraphs and easily distinguishable titles due to coloring
- explains why you do X or Y
- has nice (thumbnailed even) screenies of the talent trees
- explicitly leaves the option for personal preferences
- covers all specs

These are all big plusses.

Some things I wanted to mention to "improve" your guide. Don't take this in a bad way, I'm merely trying to help/discuss.


1.
Tazik shocker - an instant electrical bolt which does indeed scale with spellpower. It can easily crit the upside of 7k on enemies with no, or little, resilience.
As far as I know, this does not scale with spellpower. Else 85's would be doing alot more damage with it than 70's do. It does scale with Moonfury - Spell - World of Warcraft though.


Jewelcrafting - Can use three
Jeweler's Gems. (The addition gems give an extra stats per gem, e.g 32 intellect instead of the normal 20int gems or 50stam instead of the normal 30stam gem)
The gems give 34 for a stat or 51 for stamina, giving a total stat bonus of 42 or 63 for stamina compared to when you don't take any profession.


Mining -
Toughness. (extra base health - do not take mining unless you need a way to fund your engineering relevels)
Just a wording error. The only thing that increases base health in WoW is the tauren racial (and when you get higher in level ofc). Mining just gives 60 extra stamina.

Restoration:

Finally, Resto druids are known to one of the best healers for mana regen due to their innervate ability, It would then be unwise to waste a valuable talent point in the talent Malfurion's Gift.

vs
Gear

Restoration:

Relic: Brutal Gladiator’s Idol of Steadfastness

Obviously the main stat for a resto druid would be resilience. You should try and run with about 40% (640 resilience) as anything above that would be a waste of other stats. I have seen many druids with just over 700 resilience and a little over 12k mana, and I much prefer my druid's setup. I have just over 640 resilience, yet i have just under 15k mana UB which allows me to spam more regrowths while running around in tree form before ooming - I'd say that was quite important considering the bracket's burst.

You state that crit isn't such an important stat in resto, you value a higher mana pool above resilience to not oom as quick yet you pick the crit idol instead of the spirit one. Furthermore, you run with a fairly high amount of mana to not go oom as quickly, yet you don't take Malfurion's Gift - Spell - World of Warcraft and consider it a waist of a talent point. If you run around in tree and have 2 LB's up on two separate targets, the Malfurion's Gift procs can all be used on Regrowths (and in BG's the number off LB's you can get up on separate targets can be evne more). This is a good way of conserving mana (from my almost exclusive BG experience though).
I'm just curious as this seems to be contradicting at first sight. ;)

Also note that EH (Effective Health) keeps increasing when adding resilience. (see here: How Resilience Scales - With Graphs - Forums - World of Warcraft and here: Stamina Vs Resilience - With Graphs! - Forums - World of Warcraft)

Gear

Balance:

Weapon: Mighty Spell Power or +30 Intellect
81 SP > 30 int as balance anyday (30 int only gives a marginal amount of crit and slight mana regen through innervate and Euphoria - Spell - World of Warcraft)
It surprises me that you would rather opt for Balance to get int than Resto.

That's it for the content itself.

In case you want/can/have time to perfect your guide, there are a fair amount of typos. You could add a small macro section if you deem necessary. Finally, you could add some hyperlinks for faster navigation for the lazy people (this should be bottom low on the priority list though).

All in all, a good guide so I commented and liked. Hope my feedback was useful to you. This was all I could think of right now.
 
Thanks, i will update the wording errors, spelling etc.

1. Hm, my bad at tazik xD -fixed
2. Silly me, i finished the guide late last night so my numbers were just out of the top of my head regarding the JC gems. - fixed

Regarding the talents, as I said it's all about personal preference. If you find that you go oom quickly then sure, spec into it. This is my Arena spec i use, and it's based around saving GCDs and survivability hense why i chose the put 3 points into the 9% spell damage reduction instead of the other things. It's not a spec you HAVE to follow ^.^

Also, i probably linked the wrong idol for resto gear xD - fixed

I Think i cleared up the confusion :]

Thanks for having the time to run through my guide and spot out those mistakes. I will probably be adding in a Macros section and possibly An armory section so people can take a look at the different gear people use.
 
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If anyone would like me to add their druid's armory to my next section I shall be adding, just Pm me the details: Armory link, Spec (Balance etc), a succinct summary of why you chose the gear (e.g, I claim my boomkin gear is BiS because it has spell pen capped, 520 resilience so a nice amount of survivabilty, it has sufficient haste according to the spell breakpoints and I still have over 1300 spell power UB) You also need to say whether you use that gear specifically for Bgs/arenas as the reader may want to know. thanks :)

If you DON'T want me to use your armory Pm me and I won't/i'll take it down. You don't need to give a reason.
 
Ahh this is so out of date now ;(

do i still get guide author colours [MENTION=5141]Shane[/MENTION] ;)?
 
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Perfect for those wanting to join us over on Molten-WoW (Warmane). Gief this man a colour
 
Ahh this is so out of date now ;(

do i still get guide author colours [MENTION=5141]Shane[/MENTION] ;)?

Quite the necro. Why didn't you just message Shane /w a link to this thread? Anywho, just don't do it again.

In regards to the ribbon, I'm not sure if they're given out to deprecated guides, then again; you can always PM to find out~
 

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